Dragon Ball Z: Shin Budokai - Another Road Walkthrough :

This walkthrough for Dragon Ball Z: Shin Budokai - Another Road [PSP] has been posted at 26 Jul 2010 by WEEEE man and is called "Future Gohan FAQ". If walkthrough is usable don't forgot thumbs up WEEEE man and share this with your freinds. And most important we have 16 other walkthroughs for Dragon Ball Z: Shin Budokai - Another Road, read them all!

Walkthrough - Future Gohan FAQ

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Dragon Ball Z: Shin Budokai
Author- Nnamz25@hotmail.com
Version 1
This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other
web site or as a part of public display is strictly prohibited, and violation
of copyright.
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INTRODUCTION
Future Gohan got me pretty hyped for this game. As far as I know there hasn't
been a DBZ game where he was a playable character (And no, DBZ Sagas doesn't
count as a video game...) so this is really the first time we get to play as
him. At first, I was worried that he'd simply be another costume of Gohans.
Then when that rumor was debunked, I was worried that he'd simply be a clone
of Gohan and have all the same chains and moves. All this was dispelled when
I picked up this game and started playing as him. He plays nothing like Gohan,
or anyone else in the game. Dimps even gave him unique chains and animations
so they really did put effort into him. Overall, he's a very decent character
in this game. Finally, we can all play a Gohan that doesn't suck.
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GOHAN'S ADVANTAGES
- His counter move, Evasive Kick, is very useful. It makes it so that his
opponent simply has one more thing to worry about when attacking him, and
could potentially throw his game off. (However like all attacks that cost ki,
don't abuse it)
- Spirit Shot is an excellent death move. It travels across the screen very
fast, does decent damage and comes out very fast. But the kicker is that it's
invisible. It's hard to time a sidestep for it if you can't see it traveling
at you. It's one of the only death moves which you could throw out once in a
while and see what happens. (Again, it costs ki. Don't abuse it)
- Elder Kai unlock ability grants a high attack % and a baseline ki of 5.
- Last Ditch Power is a great Burst charge. It grants an extra 50% of attack
power in exchange for gradual ki loss for 10 seconds. However this ki loss
doesn't actually happen, whether it is a glitch or a typo in the move list,
Future Gohan gets this attack boost for free. With this burst charge active,
Gohan's all of Gohan's combos increase by 50% in damage, putting his max
damage combo at over 3100.
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GOHAN'S DISADVANTAGES
- The last hit in his SSSS* stun chain doesn't seem to nullify at all,
limiting his rushdown capabilities. All other hit's do nullify though.
- While fighting airborne Gohan loses the effectiveness of a lot of his stuns
and some compromises have to be made, reducing the damage he could do with a
combo in the air.
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GOHANS MAIN STRATEGY
*Gohan's 2 best forms are his SSJ1 form and his Elder Kai Unlock form. Don't
use base or SSJ2. More on that later*
Gohan's main combo starter is his "SSSS" chain. The first hit of that chain is
rather slow, but has some nice priority on it so you shouldn't be beaten too
often by other starters. You'll have to get in pretty close for it though
since it lacks a lot of range some other S starters have. There are 2 points
of stun within the "SSSS" chain. "SS* or -" and "SSSS*". Use
SS- when you
really don't have the time to continue the full chain and need to get into
your Ultimate quickly, or if you hit your opponent with it quickly while they
were able to TC and want to land your Ultimate on them for not reacting quick
enough. (Since discernment can't be used on Super Kamehameha) When you do
have the time however, try "SS'SS*". Since SS is a stun you have enough time
to fully charge the following "S" after it to maximize damage.
The two middle S's in "SSSS" have very short charge up times and have nice
priority. So against blocking opponents try fully charging those strikes
instead of the last one, which is much slower, more obvious and has less
priority against attacks. If they avoid the 2 charge strikes then cancel the
last hit and be safe. Don't risk it.
Gohan's highest priority move is his >S. Throw that out every once in a while
when you're defending yourself when low on ki and charge up after it hit's.
WHEN TOUSE FUTURE GOHANS BURST CHARGE
Using this power when you're low on ki and need to defend yourself is a waste.
Your opponent won't stop attacking you if they have the ki advantage just
because your attack is high. Attack % means nothing if someone can just
perform discernments on you and nail you from behind. Then again, when you
have the ki advantage and you activate it, your opponent will go all out on
defense and not give you an inch for fear of getting hit by your Ultimate
attack when your attack% is at 186%. You won't just be able to walk right and
dish out a combo on them, and the fact that Gohan's rushdown game is only
average doesn't help.
The best advice I could give is to really mix it up with this on. Don't always
go for charge attacks in his "SSSS" chain and hope you break through his
defenses and land a combo. With Last Ditch Power active things as simple as
grabs will do over 400 damage to your opponent. Your opponent will be so
focused on your dangerous S chains that they probably won't see it coming.
And 3 grabs = 1200 damage, which isn't bad at all. After a few of those your
opponent will probably want to vary his defense, which will open up windows
for your "SSSS".
I suppose the best time to actually use it is when your opponent is fatigued.
That way you have ample time to actually perform the move and more then enough
time to complete the whole combo on them with the power up active. However
this doesn't happen very much at high level play, so don't always wait for it.
The best way I found to get someone fatigued is to grab them right after they
used a discernment cancel on me when they had less then 4 ki bars. Grabbing
them in this case counts as a hit when they have less then 1 ki bar, which
will always reverse transformations and can be reversed, and depending on the
damage they've taken, will cause them to become fatigued.
HOW TO USE EVASIVE KICK EFFECTIVELY
As I said before, Evasive Kick is a very useful move if used properly. Upon
seeing what it does, people usually just try to spam it and hope to catch all
attacks. DO NOT do this. It doesn't work on the com at a high difficulty level
and is doesn't work against anyone with a brain in adhoc or Xlink Kai. It is
very easy for your opponent to cancel their move into a death move or even an
ultimate and nail you before you could cancel it.
It's best to feel out your opponent first. If they use lots of rush attacks,
don't charge a lot of their strikes or simply charge them too fast you really
aren't going to have enough time to use it. However when facing someone who
uses lots of slam attacks and charges them a lot, especially against ones who
have long wind up times, this move becomes useful. It can be used to interrupt
a slow chain of strikes and punish someone who constantly abuses fully charged
attacks. Again, this move costs ki, and not only that, if your opponent
anticipates it you're in a world of hurt. So vary your defense. Sidestep some
slow charges or Aura Burst backstep some of them too. Use Evasive Kick once
in a while to throw them off, but it should be by no means used as a "Just
Defense".
WHAT SHOULD I USE? SSJ OR ELDER KAI UNLOCK ABILITY?
SSJ gives Future Gohan access to two great death moves, Evasive Kick and
Spirit Shot. However the attack % bonus he gets isn't all that great compared
to some other transformations and his Burst charge in the from "Golden
Warrior" is useless. It grants a high power bonus at the cost of depleting
your ki. But unlike his Elder Kai unlock form, IT ACTUALLY DRAINS IT!!! <_<
Your attack will go down for every ki bar you lose too, and after 10 seconds
all your ki is gone and you're at the mercy of your opponent.
Elder Kai Unlock Ability gives Future Gohan a nice attack boost and a high
baseline ki of 5 bars. It also gives him access to the power death move
"Z Sword" which does 660 damage UNCHARGED, which is pretty nuts. He also gets
Last Ditch Power, which I talked about before. However his Kamehameha death
move really isn't anything special especially compared to his SSJ Spirit Shot
move. Also, although Z Sword is a good move, Evasive kick does have more uses
and is more useful in battle.
So which one should you use? Well....BOTH! It depends on who you're fighting.
- When fighting against characters like Trunks, Piccolo, Broly and other
characters with big reach and long wind up times, Evasive Kick becomes too
important a move to not have in your arsenal. Use SSJ against characters like
this.
- When fighting against characters like Krillin, Kid Buu, Pikkon, Cell or
other characters that are great at up close fighting and have short charge
times on their starters, the use of Evasive Kick diminishes and the attack
bonus and great burst charge of his Elder Kai form become greater assets. Use
the Elder Kai Unlock Ability form against characters like these.
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COMBO SECTION
(Canceling? Stunning? Juggling? Burst Canceling? If any of these words are new
to you or you simply do not know what they mean or how to perform them then
read Goryu's Cancel Combo Guide found at this link:
http://www.gamefaqs.com/portable/psp/file/924588/42016 then proceed to the
beginners section)
***ALL COMBOS ARE DONE AT MAX KI AGAINST GOGETA AT MAX KI***
R = Rush attack
S = Slam attack
> = Towards opponent
< = Away from opponent
/\ = Up on the D-pad
E = Energy Button
- = Cancel
* = Stun
' = Fully charge upcoming move
[AB] = Aura Burst
-[AB] = Aura Burst Cancel
Beginners section
(Cancel knowledge not needed)
SSJ
#1. SSSS*, RRR>R>E [Spirit Shot] 9 hit's, 1027 damage. Opponent gains .5 of a
ki bar
Elder Kai Unlock Ability
#2. SSSS*, RS<E [Z Sword] 7 hit's, 1145 damage. Opponent gains .4 of a ki bar
Intermediate Section
(Burst Cancel knowledge not needed)
SSJ
#1. SS'SS*, >>R*, >RRRS-, <R<RS-, RRR>R*, <S<R.>E [Spirit Shot]
19 hit's,
1511 damage. Opponent gains 1.2 ki bars
Elder Kai Unlock Ability
#2. SS'SS*, >>R*, >RRRS-, <R<RS-, RS<E [Z Sword] 15 hit's, 1655 damage.
Opponent gains 1.1 ki bars
Elder Kai Unlock Ability
#3. SS'SS*, >>R*, >RRRS-, <R<RS-, RS-, /\E [Super Kamehameha] 22 hit's,
2295
damage. Opponent gains 1.1 ki bars
Advanced Section
Normal
#1. SS'SS*, >>R*, >RRRS-, <R<RS-, RS-[AB]S*, /\E [Special Beam Cannon] 16
hit's, 1803 damage. Opponent gains 1.6 ki bars.
Elder Kai Unlock Ability
#2. SS'SS*, >>R*, >RRRS-, <R<RS-, RS-[AB]S*, /\E [Super Kamehameha] 25
hit's,
2420 damage. Opponent gains 1.6 ki bars
As usual (but especially in Gohan's case since I'm on the verge of
uncovering some new combos) more updates to come.
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Special Thanks
CJAYC - For creating the n00b infested boards in which the depth of this
series was created.
Dimps - For continuing this series.
Drunken Pilot, Zejitox, philff138, cml64, Brogeta, Goryus, Sjsman, vegeta1,
kekken5, EVIL CAPTIAN AMERICA, SuperShinySonic, superior13 - and the rest of
the users on the Shin Budokai: Another Road board who give a damn about the
games depth.
Copyright 2006 Nnamdi Wosu